markd2 / GoodVillain

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GoodVillain

A casual game finally got me. GoodVille - a combination of psycholigically addictive gameplay that drives ad views and mental health. It's actually kind of fun, and has a through-story that's turning out kind of weird (already seen some dead robbers and broken relationships among the wheat growing and chicken minigames)

One thing it has is a crafting tree. To make a window you need plywood that needs vaneer and glue which need wood and corn respectively. So when upgrading a building, you need X amount of stuff, but it's hard to know "ok, exactly how much iron do I need to do this upgrade?"

Inspired by Andy Stefani's tuesday morning SwiftUI Meetup, I'm getting back into learning SwiftUI (again), hopefully using this as an App I'll actually use and want to extend as time goes on.

MVP

  • ordered list of a subset of available craftables
  • tap a craftable to add the components to another list along with all the components

That's going to involve ingesting the description of the craftables (probably YAML (yay Yams because it's easy to edit), presenting stuff in a SwiftUI list, accumulate selections int another SwiftUI list. Button to reset things.

(yay - works!)

Next Version

  • categories (building, foods, etc)
  • have a filter on the accumulator for "basic" supplies (e.g. how much iron do I really need for this upgrade?)
  • calculate effective price of stuffs
  • more compact UI
  • figure out decent way of triggering reloads (probably will come after working through more of 100days of swiftom)

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Language:Swift 100.0%